// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//

#pragma once

#include <stdio.h>

#ifdef _WIN32
#include "targetver.h"
#include <tchar.h>
#endif


//#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#define FOR(a) for(size_t i = 0; i < a; ++i)
#define FOR2(a, b) for(size_t i = a; i < b; ++i)
#define FORLIST for(auto ind = pop.begin(); ind != pop.end(); ++ ind)

//typedef unsigned char uchar;
//typedef unsigned short ushort;
//typedef unsigned int uint;
//typedef unsigned long ulong;

#define dist(a, i) std::distance(a.begin(), i)

#include <iostream>
#include <sstream>
#include <vector>
#include <list>
#include <queue>
#include <fstream>
//#include <array>
#include "objectpool.h"
using namespace std;
using namespace sf;

template <class dada>
string TO_STR(dada a)
{
    stringstream strstr;
    strstr << a;
    return strstr.str();
}
float sqrd_dist(Vector2f & a, Vector2f & b);

//#define DECL_REF ability & abid = Characters[emit].Abilities[abil];
//#define DECL_REF ability & abid = Abilities[Characters[emit].abil]



#define LOGMSG(s) console.push_text(s)
//#ifndef __APPLE__
#include "yaml-cpp/yaml.h"
typedef YAML::Node ynode;
//#endif
#include "sfml-cons.h"
#include "bar.h"
#include "game_datastruct.h"
#include "game_machine.h"
#include "functions.h"

// TODO: reference additional headers your program requires here
